The game I am going to make: A post-apocalyptic-ish shoot em up. After making the brief Fantasm Fortress a few months ago as an excercise in 24 hour development, I really got the itch to do a shmup right. That is, FF was about 30 seconds worth of fun, and the code behind that 30 seconds was so inflexible and single-minded, it could not be easily extended or even modified for that matter.
I actually intend to make this one a full game (as much as 3-5 levels can be considered a full game), so I want to do things right from the beginning.
Also, this is a great opportunity for me to blind all who see this with my astonishing art skills. The blob of pixels that I can put forth onto a digital image are the very spawn of Medusa's hair. Ugliness aside, creating shitty pixel art is actually kind of therapeutic for me. Weird, eh?
A sampler or two:
So there you can see my first attempts at a soldier, and some environment destructibles. The sad thing is, as bad as these are, I actually took a lot of time to do them, so I can only imagine how things will look later when I don't spend any time on them...
Unfortunately I don't have much to show screenshot-wise at the moment, but hopefully I can manage some screens by the end of the week. The last day or so I have spent a lot of time [re]working my texture/model managers. My custom animation data files are so horrid, that I thought I'd share an example with you. Yep, I am still using .ini files with this particular version of my framework. I have some Xml stuff scattered here and there, but converting the code necessary seems like a huge [and somewhat unnecessary] pain. So it goes.
The soldier animation file:
[Model]ID=SoldierNumAnimations=4[Animation_0]ID=Unarmed_IdleActionFrame=1NextAnimation=Unarmed_IdleNumFrames=1[Animation_0_0]TexRef=SoldierCell=0Time=0[Animation_1]ID=Unarmed_WalkActionFrame=1NextAnimation=Unarmed_WalkNumFrames=2[Animation_1_0]Cell=1Time=100TexRef=Soldier[Animation_1_1]Cell=2Time=100TexRef=Soldier[Animation_2]ID=Pistol_IdleActionFrame=1NextAnimation=Pistol_IdleNumFrames=1[Animation_2_0]Cell=3Time=0TexRef=Soldier[Animation_3]ID=Pistol_WalkActionFrame=1NextAnimation=Pistol_WalkNumFrames=2[Animation_3_0]Cell=4Time=100TexRef=Soldier[Animation_3_1]Cell=5Time=100TexRef=Soldier
...and the accompanying Soldier Texture file. What a hoot.
[Texture]ID=SoldierFilepath=Data\\Soldier\\Soldier.pngNumCells=6[Cell_0]X=0Y=0W=48H=48RCX=24RCY=36[Cell_1]X=48Y=0W=48H=48RCX=24RCY=36[Cell_2]X=96Y=0W=48H=48RCX=24RCY=36[Cell_3]X=0Y=48W=48H=48RCX=24RCY=36[Cell_4]X=48Y=48W=48H=48RCX=24RCY=36[Cell_5]X=96Y=48W=48H=48RCX=24RCY=36
Now if only I had a tool to generate those damn files for me...